* In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in.
* In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in.
Line 1,033:
Line 1,031:
* In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.
* In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.
===Meterless===
''Low''
: <code>2Bx1~2, 2A, 3D</code>
:* Easy and reliable low combo that is safe on block so no need to hit confirm, but not much damage and no knockdown.
:* You can add a second 2B for more damage and a longer confirm but you will need to hit confirm the 2A, 3D, as 2A will whiff after two blocked 2Bs.
: <code>2B, 2A, 623C</code>
:* More damaging low combo, results in a soft knockdown.
: <code>2B, cl.C, 236C > 63214P > 6P</code>
:* Kyo's most damaging meterless low conversion, but requires a very tight 1-frame link from 2B to cl.C.
''Anywhere''
: <code>(j.X), cl.C, 236C > 63214P > 6P</code>
:* Standard jump-in combo.
: <code>(j.X), cl.C, 421B/63214K</code>
:* 63214K Does less damage, but offers a hard knockdown instead of a soft one.
:* Note, 421B only combos on standing opponents.
''Very Close''
: <code>(j.X), cl.C, 236D > D, 421B</code>
:* Damaging upkick combo ending in hard knockdown that can be done anywhere on the screen, most commonly from a cross-up j.2C or j.B. You need to be very close for 236D to connect after cl.C.
:* Kyo's most damaging meterless combo, ends in hard knockdown. Can only be done near the corner.
===With Meter===
''Low''
: <code>2Bx1~2, 2A, 236236+P</code>
:* Strong low confirm.
: <code>2B, cl.A, 236236+P</code>
:* Easier alternative to the previous combo. You can do this as 2B, 236A, 236P for an easier cancel.
''Anywhere''
: <code>(j.X), 2B, 2A, 236236+P</code>
:* Good confirm into super.
: <code>(j.X), 2A, 236236P</code>
:* Use this variant to combo into super after a non-crossup j.2C or if you're in max mode, as in either of these situations there will be too much pushback to reliably combo two crouching lights into super. Also useful if you are too far to connect 2B, 2A after a jump-in.
: <code>(j.X), 2C, 2141236C</code>
:* Alternate super combo. Does less damage than comboing into 236236P outside of max mode, but will do more damage in max mode than the previous combo. Does not work with the SDM version 2141236AC.
''Very Close''
: <code>(j.X), cl.C, 236D > D, 2141236P</code>
:* More damaging super combo. Can work from either midscreen or corner provided you're close enough for the upkicks to connect.
:* You need a slight microwalk after the quick max activation for the full combo to connect. This combo is much easier with the increased walk speed from step.
: <code>2B, 2A, ABC, cl.D, 421B</code>
:* Easy quick max combo from lows, no microwalk required and gives hard knockdown but less damaging and only works on standing opponents.
: <code>2Bx1~2, 2A, 236236ABC</code>
:* Max Bypass combo to go into SDM from crouching lights if you are not already in max mode. Make sure you are not holding any directions when you press ABC.
: <code>2B, cl.A, 236236ABC</code>
:* Easier alternative to the previous combo. You can do this as 2B, 236A, 236ABC for an easier cancel. Make sure you are not holding any directions when you press ABC.
:* Quick max combo into super. Most useful when you're at low health and have access to the SDM version of qcfx2+P, otherwise the first jump-in combo is better, as it lets you stay in max mode and the damage difference is small.
: <code>(j.X), cl.C, 236C, ABC, 2141236AC</code>
:* Useful when you're at low health and have access to the SDM version of 2141236P. The first part of the SDM where Kyo is holding the flame will juggle the opponent, then you release to get the rest of the hits. Easier to execute than the previous combo, as you can do the super input during the quick max 236C recovery and hold the button to have it come out as soon as possible. Make sure you quick max as early as possible on the 236C so you have as much frame advantage as possible.
:* At the corner, you can get up to three hits with the initial part of the SDM 2141236P where Kyo is holding the flame.
:* Note: against [https://dreamcancel.com/wiki/index.php/The_King_of_Fighters_%2798_UMFE/System#Miscellaneous small and tiny crouchers], 2141236AC can be more prone to whiffing and you need to be quite close to the opponent for the combo to connect. When you recover from the 236C, after doing the super motion (2141236) you can continue to hold forward and delay the A/C press slightly so you get a slight walk forward, this will bring you a little closer and help you connect the SDM.
:* Even more damaging quick max corner combo ending in hard knockdown, but you need to be very close for 236D to connect. On the initial jump-in, try timing cl.C so it hits as soon as you land so there's minimal pushback, and after quick max activation hold forward to ensure you're as close as possible for the upkicks to connect.
:* Try to delay the final follow-up of 236A a little bit, as max mode will result in the opponent bouncing slightly higher after 63214P, so the final P follow-up can whiff if you do it too quickly.
:* Kyo's highest damage combo possible. Requires low health as you need the SDM version of 2141236P to get the juggle. You need to be very close as with the previous combo.
:* To hit 236A after the SDM, you need to time the SDM so that only two hits connect. Make sure you delay the second kick of 236D.
Kyo is primarily a close-range pressure and mixup character. In neutral, he has access to some helpful moves for getting in, including his guard-point rekkas, as well as some solid poking normals. Close range is where Kyo is really good, as he can use his strong hop normals and lows to open up the opponent. He has good confirms into his DMs from both lows and heavies, as well as strong corner juggles, making his damage fairly high overall. On defense he has access to a good invincible DP. Kyo's weaknesses are that he lacks anything to fight at long range, since he doesn't have a projectile, and that his meterless low confirms are pretty lackluster.
Preferred Mode and Position
Although he slightly prefers some aspects of Advanced mode, Kyo can be effective in both Advanced and Extra mode.
Run vs Step
Kyo prefers Run over Step as it helps him with his up-close, rushdown game and it makes it easier to set up cross-ups after knockdowns.
However, Kyo isn't bad with Step as his step dash has good length and speed, and the increased walk speed helps with tick throws and can make a couple quick max combos easier.
Roll vs Dodge
Personal preference.
Advanced vs Extra Gauge
Kyo prefers Advanced gauge over Extra gauge, as he can build meter with his offense, Advanced gauge can store multiple stocks at once which allows Kyo to have more consistent access to his cr.B, cr.A, qcfx2+P super combo as a mid or anchor which is quite useful as his meterless low options are not great, and he doesn't need to stop his offense to charge after using meter.
However, Kyo can make pretty good use of Extra gauge as well since he has good quick max combos.
Preferred Position
Kyo benefits from being further back in your team order with both gauges. With Advanced gauge, he likes to have access to more saved up stocks for his super combos. With Extra gauge, he wants to take advantage of the greater red health window for free supers, which gets progressively bigger from the first to the third character.
Although, Kyo on point is more effective in Extra mode as he can charge up to get meter more quickly.
Changes from Previous Versions
98 to 98UM
Normals:
cl.C activation range has been decreased
Far A now has reduced priority
Far D now has 4 frames less startup
The first hitbox on 2C has been shortened and the second hitbox has been lengthened
2D now has reduced priority
j.D now has reduced priority
You can no longer use j.2C during step dash
Specials:
63214K now has increased damage
236P now has reduced reach
623C now reliably hits twice, even when hitting an airborne opponent
Supers:
2141236P now has increased damage
236236P now has decreased damage
98UM to 98UMFE
Normals:
cl.A now has 2 frames less recovery
cr.A now has 1 frame less recovery
Specials:
236A damage has been increased from 10 to 13, guard point has been lengthened by 2 frames
More moves will now trigger 214P's counterhit during the startup frames
Normals
Close
Close A cl.A
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
3
4
3
HL
-
-
Y
N
Y
Can work as a close-range anti-air against hops. Whiffs on crouchers.
Chainable.
Close B cl.B
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
5
4
8
L
-
-
Y
N
Y
Standing low.
Chainable.
Close C cl.C
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
2
3,9
9
HL
-
-
Y
N
Y
Has very fast start-up. Great combo starter and anti-air.
Close D cl.D
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
4
3
22
HL
?
-7
Y
N
Y
A bit slower than Close C
Far
Far A f.A
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
3
4
5
HL
-
-
Y
N
Y
Good for stopping hops. Whiffs on crouchers.
Far B f.B
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
7
3
13
HL
-
-
Y
N
Y
Has more recovery than st.A, but more range.
Far C f.C
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
12
2
17
HL
-
-
Y
N
Y
Poke with lots of startup. Cancelable on hit, block, and whiff.
Far D f.D
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
10
5
12
HL
?
+1
N
N
Y
A sobat kick. Can avoid lows.
Blowback 5CD
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
19
4
16
HL
?
+2
Y
Soft
Y
Average start-up.
Cancelable on hit, block, and whiff.
Crouching
Crouching A 2A
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
3
4
4
HL
-
-
Y
N
Y
Standard outward jab.
Chainable.
Crouching B 2B
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
3
4
5
L
-
-
N
N
Y
Fast low combo starter.
Chainable.
Crouching C 2C
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
4
3,3
20
HL
-
-
Y
N
Y
Standard anti-air against jumps and hops.
Cancelable on hit, block, and whiff.
Crouching D 2D
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
4
3
22
HL
?
-4
Y
Soft
Y
Can low-profile some moves.
Jumping
Jumping A
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
5
8
x
H
-
-
N
N
Y
Ok air-to-air.
Neutral Jump B
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
5
9
x
H
-
-
N
N
Y
Decent air-to-air.
Jumping B
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
5
9
x
H
-
-
N
N
Y
Great crossup and jump-in from a hop. Also an instant-overhead. Swiss army knife of a button.
Jumping C
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
6
4
x
H
-
-
N
N
Y
Another good jump-in.
Neutral Jump D
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
7
8
x
H
-
-
N
N
Y
Good air-to-air.
Jumping D
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
9
5
x
H
-
-
N
N
Y
Can act as a pressure tool when spaced.
A bit difficult to crossup with.
Jumping CD
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
17
4
x
H
-
-
N
Soft
Y
Has more recovery than st.A, but more range.
Chainable.
Command Normals
Thundering Axe Burst 6B
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
11
7(3)7
18
HL,H
-
-
N
N
Y
Two-hit axe-kick.
Second hit hits overhead.
Can be canceled into from normals at the cost of its overhead property, making it cancelable.
If late-canceled into, it acts like the overhead version, allowing you to slip overheads into pressure.
Style 818 3D
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
2
3(12)4
24
L
-
-
N
N
Y
Kyo kicks near the ground twice, one foot then the other.
Hits low, even when canceled into.
Drop to Naraku j.2C
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
6
5
x
H
-
-
N
Hard (Airborne)
Y
Two-handed hammerfist.
Has a ton of hitstun and blockstun on grounded opponents, allowing Kyo to continue pressure.
Causes a hard knockdown on airborne opponents.
Great crossup. Aim to have Kyo's bent legs right over the opponent's head.
Throws
Anvil Slam:b/f+C (close)
Regular throw, techable. Kyo smacks his opponent in the face with his forearm for a soft knockdown.
Swift Shoulder Throw:b/f+D (close)
Regular throw, techable. Kyo throws his opponent behind him, then does an elbow drop. Causes a backturned hard knockdown.
Special Moves
Wicked Chew 236A
236AMasticate (236A-236A)Oxidation (236A-236A-6P)Rapids of Rage (236A-236A-6K)Oxidation (236A-236A-63214P)Instantaneous Smash (236A-63214P-6P)Rapids of Rage (236A-63214P-6K)
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236A
11
8
20
HL
-
-
N
N
Y
A lunging punch, and one of Kyo's rekka starters.
Has autoguard at the beginning of the move (Frames 1-4)
Can nullify projectiles.
Combos from close heavy attacks.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236A-236A
6
8
22
HL
-
-
N
Soft
Y
Rekka followup to 236A. Kyo takes another step forward and does an uppercut with his other hand.
Combos from 236A on the ground, unlike 63214P. Launches the opponent for further rekka followups.
Causes a soft knockdown if not followed up.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236A-236A-6P
14
6
20
H
-
-
N
Hard
Y
Identical to 63214P followup to 236A, but since qcf+P launches the opponent it actually combos on the ground this time. As a tradeoff, it no longer has an OTG followup.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236A-236A-6K
9
3
27
HL,H
-
-
N
N
Y
Identical to the K followup to 63214P, but here it's your damage-optimal ender.
Launches the opponent fullscreen, causing a soft knockdown.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236A-63214P
21
4
30
H
-
-
N
Hard
Y
Overhead rekka followup to qcf+A.
Too slow to combo on the ground, but causes a hard knockdown if it hits.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236A-63214P-6P
23
14
17
H
-
-
N
Hard
Y
OTG followup to hcb+P, adding more damage if that move connected.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236A-63214P-6K
9
3
27
HL,H
-
-
N
N
Y
Alternate followup to hcb+P.
Poison Gnawfest 236C
236CRecitation of Sins (236A-63214P)Verdict (236A-63214C-6P)
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236C
17
6
19
HL
-
-
N
N
Y
A bigger lunging punch, and Kyo's other rekka starter.
Has autoguard at the beginning of the move (Frames 1-5)
Can nullify projectiles.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236C-63214P
9
3
34
HL
-
-
N
Soft
Y
Rekka followup to 236C.
Unsafe on block, so don't use if 236C is blocked.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236C-63214P-6P
9
5
39
HL
-
-
N
Soft
Y
Final hit of the 236C rekka.
Causes a soft knockdown.
Even more unsafe on block. If the first two hits are blocked, do NOT use this or you will be punished severely.
Fire Ball 623P
623A Startup623C Startup
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
623A
5
4,13
27
HL
-
-
N
Soft
Y
Kyo's DP. Can be combo-ed into from most normals.
Causes a soft knockdown.
Has some invincibility on startup, but not extending through the active frames, making neither version a good reversal. A version has upper body armor (Frames 1-3)
The hitbox hits high and in front of Kyo.
A version deals one hit. Safer to use in combos.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
623C
11
8
20
HL
-
-
N
Soft
Y
C version deals two hits, travels higher, and has more invincibility, making it a better reversal.
Upper body armor (Frames 1-3), Invul starts at 2nd active frame
R.E.D Kick 421K
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
421B
16
2,2,2
18
HL
-
-
N
Hard
Y
Kyo flies through the air and lands his foot directly on top of the opponent.
Hits mid. Hard knockdown.
B version travels 1/2 screen distance.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
421D
26
3,2,2,2
17
HL
-
-
N
Hard
Y
D version travels 3/4 screen distance
New Wave Smash 236K-K
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236B-B
13
3(7)9
14
HL
-
-
N
Soft
Y
Kyo does a hopping kick with one foot, then kicks with the other foot. The second kick is triggered by the second button press.
Both hits launch the opponent, but the second launches them high enough for followups.
Causes a soft knockdown if not followed up.
B version only allows for dp+P to connect afterward,
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
236D-D
17
3(7)9
14
HL
-
-
N
Soft
Y
D version can be followed with almost anything, including full rekka strings.
Phantom Mauler 214P
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
214A
2(autoguard)
6(10)4,5
24
HL
-
-
N
Hard/Soft
Y
Kyo does a sort of uppercut. Has counters associated with it if it's hit during certain parts of move.
Causes a soft knockdown if it hits raw.
Can counter lows when arm is lowered, and mids and highs while the arm is rising.
Low counter causes a hard knockdown.
Mid/high counter causes a soft knockdown.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
214C
2 (autoguard)
10(2)4,5
24
HL
-
-
N
Hard/Soft
Y
C version has Kyo wait longer before rising than the A version, letting the low counter stay active for longer.
Crescent Slash 63214K
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
63214B
13 (pointblank)
4
12 (run) 25 (grab)
HL
-
-
N
Hard
Y
Kyo runs after the opponent, faster than his normal run, then does a hitgrab.
Very unsafe on block.
Can be combo-ed into from heavy normals and 6B.
Causes a hard knockdown, with good oki, if it connects.
B version travels 3/4 screen distance.
Version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
63214D
13 (pointblank)
4
12 (run) 25 (grab)
HL
-
-
N
Hard
Y
D version travels full screen distance.
Desperation Moves
Final Showdown 236236P
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
6
15
39
HL
-
-
N
Soft
Y
Kyo throws down a pillar of fire and follows up with a chain of punches.
Causes a soft knockdown.
Can be combo'd into from lights, including low confirms.
Regular version deals 5 hits. Press C or D at the end for a special taunt.
MAX version deals 14 hits and a lot more damage.
Serpent Wave 2141236P (can be held)
Hitbox only activates if it is MAX version
Startup
Active
Recovery
Guard
Adv Hit
Adv Block
Cancel
Knockdown
Juggle
20
16
25
HL
-
-
N
Soft
Y
Kyo throws a wave of fire in front of him.
Causes a soft knockdown.
Regular version does one hit. C version seems to have slightly faster startup and can combo from heavy attacks on the ground.
A version has lower-body invincibility.
C version has upper-body invincibility.
MAX version has Kyo set his own body on fire, having its own hitbox with up to 3 hits. The fire wave itself does 3 hits as well.
Both versions can be juggled into from 236K>K.
If timed right, only two hits of the MAX version will connect. This puts the opponent in a juggle state that can be followed up with 623C.
General Notes
In Max Mode moves have more pushback, so some combos won't work the same. Most notably for Kyo, you cannot do two 2Bs into a 2A, and cl.C into 236D will only work at the corner, at midscreen it will miss even if do a cross-up or you don't do a jump-in.
cl.C is generally the preferred close normal to use in combos as it is slightly faster, but cl.D has a larger cancellable window which can be useful if you have trouble comboing into say, 236236P.
In any metered combo, you can replace 236236P with 236236AC or 2141236P with 2141236AC if you have 3 stocks in Advanced mode or are at low health and in max mode in Extra Mode.